Mobile Game Development in Visual Studio .NET

Drawing QR-Code in Visual Studio .NET Mobile Game Development

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Mobile Game Development
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currently running program and shut down as much of the hardware as it can to conserve battery power. Activity on the touch screen will keep the phone awake, but if your game is controlled only by the accelerometer the screen timeout might be inclined to turn up uninvited. The user of the phone can solve this by adjusting his phone settings so that the screen never times out, but your game program can also turn off the screen timeout:
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Guide.IsScreenSaverEnabled = false;
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The setting is part of the Guide options. Your game can turn the timeout on again by setting this value to true. Note If you turn off the screen t meout, your game w keep go ng unt the phone battery runs
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out Th s s good for someone who s rea y enjoy ng the game, but t s bad f the p ayer forgets to stop your program and just puts the phone back nto h s pocket A better so ut on to th s prob em m ght be to change your game so that the p ayer does someth ng on the touch pane every now and then Th s wou d stop the screen t meout from act vat ng and make sure that your game s never the cause of a dead phone
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Creating a Phone State Machine
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Have you ever seen one of those films where the hero has to battle through loads of obstacles to get the girl/save the world/kill all the zombies Whatever the hero does, he is faced with more problems and more messages of doom. This is a bit like the life of an XNA game on a Windows Phone. Games that run on a Windows PC or Xbox have an easy life. They just run until the player gets bored and turns them off. A Windows Phone game has to contend with suddenly being ejected from memory because the phone user wants to take a photograph or being interrupted by an incoming phone call. It also has to behave properly when the user presses the Windows Phone Back button to move through menus in the game. In a movie, the hero often has special powers that help him deal with all the bad things that come his way. Our special power is going to be a state machine that ensures that whatever happens the game will be able to do the right thing. We are going to create a framework based around a state machine that will control the way our game is used and how it responds to the various events that can occur when the game is being played. We can then use this framework in every other XNA game we write for Windows Phone. We have used state machines before; they crop up in games at various levels.
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Games and States
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When you start a game, you usually begin at the menu for the game. This is where you select your character, set the difficulty level, and so on. Quite often, the game menu covers several screens. For example, a racing game will let you select the track you want to race on and
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Part IV
Making Mobile Games for Windows Phone 7 with XNA
the car you wish to drive. At some point, you make a selection that starts the game running. During gameplay, you can press a pause button to pause the game. When you are in the pause state, you have the option to either resume the game from where you left off or return to the game menu. Figure 19-3 shows how this might work.
[Start the Game]
Game Menu [Return to Menu]
[Start Playing Game] [Press Pause Button]
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